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MrSamuelAdams

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Posts posted by MrSamuelAdams

  1. 10 minutes ago, bdubyah said:

    Never heard of that. You didn't add/remove a mod before logging on did you?

    I did, i have a lot of mods, only thing I had added were a few of Oakravens station stuff. So maybe it was that. Was strange to say the least. Hasn't happened anymore. 

  2. So I logged onto my game and I was looking in my storage boxes and in a few of them I randomly had parts to your vehicles. Which I never made. 

    Have you or anyone heard of a bug like this? I've never seen it, idk if it'll keep happening or once I remove them they're gone for good. Just wondering what could have caused it. 

  3. Would it be okay to add this to an existing game? 

     

    I would love to have these in the game without having them quest rewards just higher tier loot/ very rare finds. And craft able way later in end game like you pointed out. 

     

    These sound amazing :D

     

    EDIT: I reread and saw you already posted my question, I just can't read. 

  4. Gazz I think this is from your generator mod, 

     

    it's "yellow" so it's not red text. Thought I would let you know if it means anything to you 

     

     

    2023-07-25T23:24:06 65.655 WRN XML patch for "sounds.xml" from mod "Generator fuel = 5000 and shotgun turrets don't call screamers as much." did not apply: <append xpath="/sounds">
      <SoundDataNode name="shotgun_turret_fire">
        <AudioSource name="Sounds/AudioSource_WeaponFire" />
        <NetworkAudioSource name="Sounds/AudioSource_WeaponFire_Network" />
        <Noise ID="0" noise="81" time="2" muffled_when_crouched="0.8" heat_map_strength=".05" heat_map_time="70" />
        <AudioClip ClipName="Sounds/Weapons/Ranged/pumpshotgun/pump_shotgun_fire1" />
        <AudioClip ClipName="Sounds/Weapons/Ranged/pumpshotgun/pump_shotgun_fire2" />
        <AudioClip ClipName="Sounds/Weapons/Ranged/pumpshotgun/pump_shotgun_fire3" />
        <AudioClip ClipName="Sounds/Weapons/Ranged/pumpshotgun/pump_shotgun_fire4" />
        <AudioClip ClipName="Sounds/Twitch/Silly/shotgun_fire_silly1" AltSound="true" />
        <AudioClip ClipName="Sounds/Twitch/Silly/shotgun_fire_silly2" AltSound="true" />
        <AudioClip ClipName="Sounds/Twitch/Silly/shotgun_fire_silly3" AltSound="true" />
        <LocalCrouchVolumeScale value="1" />
        <CrouchNoiseScale value="1" />
        <NoiseScale value="1" />
        <MaxVoices value="20" />
        <MaxVoicesPerEntity value="6" />
        <MaxRepeatRate value="0.001" />
      </SoundDataNode>

  5. 8 minutes ago, FilUnderscore said:

    Are you running the latest version 2.0.0-beta.1? It looks like you might be using one of the older versions where a bug that was fixed in future versions is still present.

    When was the last beta release? I'm not sure I'm on the last one. is there a way to tell?

  6. 7 minutes ago, geengaween said:

    Are the Guppy's Zombies added to entity groups or do we still have to do that manually? If so can anyone direct me to a good tutorial of how to do that?

    they are added, just report any bugs or crashes you get if any! 

  7. 3 minutes ago, Guppycur said:

    I've been in for a while and haven't seen that.  Hm, I'll keep trying to repro.  

    yeah, if you can't find it ill place the mod back in and try to see who was causing it. 

  8. 13 minutes ago, UnwishedJack said:

    I appreciate this I found the Shooting zombies OP and annoying originally made me disable mod

    yeah, so did I I just made all of them 0.25 spawn, was even thinking doing 0.10. 

  9. 46 minutes ago, Guppycur said:

    Today or before my last post?

    right when I posted with the new download, the stuttering wasn't happening so that was good. But someone must have spawned and crashed the game. I couldn't f1 to see since game crashed. 

  10. Cool. I will have to test it and see how the spawn rate for the tickets are because still with one green ticket and opening a green loot box, did it three times I got a level 3, brainsaw, level 4 polearm and, level 4 thor hammer. That is with just one green ticket, seems pretty good/easy to get. 

     

    After playing a while I do like the changes and I set myself on these for now but will monitor your settings as changes as well. 

     

    To make an upgraded ticket you need 5 instead of 10. 

    And to make each loot bad you need 2 green, 4 yellow, 6 red and 8 purple to make a loot box. I know finding them is loot is harder so I will monitor changes through my playthrough! Love the mod! 

  11. 13 minutes ago, Guppycur said:

    What's your ram and GPU?  I upped the quality of these guys a bit, maybe too much. :)

     

    ... but yeh spawning them in manually will fix the hitch.  I'ma go do the load hack now. 

    I have 32gb at 4000 and a 3070 TI and 12700k 

  12. IMO either the loot box machine should be locked behind something for later game or a better idea is increase the amount of tickets it takes to craft a green/yellow/red/purple box.. .Because on day 6.. I got a red ticket, able to craft it the loot box machine and get a tier 5 Bizon. When all I had at the time were pipe weapons. Progression feels off. Maybe you need like 10 green, 20 yellow, 30 red, 40 purple to craft the loot box?

     

    So I switched it to above and changed crafting upgraded tickets from 10 each to 5 each. 

  13. 1 hour ago, MrSamuelAdams said:

    Not getting any errors with spawning but may have to take out until the spawn hack is implemented that hitch got me killed LOL

    Maybe should DM mode when I log in and spawn one of each type to remove the hitch? would that work 

    update, the hitch crashed the game lol

  14. 3 hours ago, Guppycur said:

    Done.  Grab the new repo.

     

    ...I haven't done the spawn hack yet so initial spawns will cause a stutter.

     

    After one of a type spawns tho, subsequent spawns will be fine.

    Not getting any errors with spawning but may have to take out until the spawn hack is implemented that hitch got me killed LOL

    Just now, MrSamuelAdams said:

    Not getting any errors with spawning but may have to take out until the spawn hack is implemented that hitch got me killed LOL

    Maybe should DM mode when I log in and spawn one of each type to remove the hitch? would that work 

  15. Guppy do your zombies just randomly spawn? I haven't seen yours in my world yet. I'm using Sever Zombies Plus too and been seeing them, but not yours yet. Wasn't sure the spawn rate of them or how you progressed it. 

  16. Loving this mod brother and looking forward to all the new stuff as well! 

     

    One suggestion, idk if it's even possible. To have more like an echo or lasting effect after the gun shoots? Sounds great on the shotguns for the most part, seems like these are cut off a bit short. 

    If it's impossible and too much work don't even listen to me lol 

  17. 4 minutes ago, arramus said:

    And as you saw (your recent recognition is appreciated), the A21 Server Side Weapons, even in their limited capacity can give players a better fighting chance and are much more available as it's purely based on luck rather than Game Stage. ^^
    Instead of removing, it is also possible to lower the ranged type from .1 to something like .025 so they become the rare exception.

    yeah, I'll have to mess with those. I have like 115 modlets in my game now lol. I already have a few weapon modlets and the Rings mod as well to help bring some buffs. I will relook into that, if I wanted the range ones at .1 do I have to do all of them or just the zombies under ZombiesAll?

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